这个游戏使用什么样的旋转单位?
我正在观察游戏中角色的旋转值,它的值让我感到困惑。
我想知道这里用的是什么单位?它似乎不是弧度或度数。
当角色面对...
北,旋转 = 0.014887573
东北,旋转 = -0.28192267
东,旋转 = -0.7139419
东南,旋转 = -0.9176189
南,旋转 = -0.99983466
西,旋转 = 0.6936041
西南,自转 = 0.90622354
西北,自转 = 0.36119097
当面对更南的自转时,似乎出现某种指数增长。这个尺度对任何人都有意义吗?
更新:似乎还有另一个变量,当面朝东或朝北时,与上述值相乘时,它似乎以某种方式解决了实际旋转问题。如果相乘,朝西时该值为 0.5,朝东时该值为 -0.5。
但是,朝南时该乘数变为 0,朝北时该乘数变为 1,因此当您将其与第一个值相乘时,它们都变为 0。
哪种旋转表示在 3D 场景中使用多个值?
I am observing a rotation value of a character in a game, and its value confuses me.
I am wondering, what kind of unit is used here? It does not seem to be radian or degrees.
When the character faces...
north, rotation = 0.014887573
north-east, rotation = -0.28192267
east, rotation = -0.7139419
south-east, rotation = -0.9176189
south, rotation = -0.99983466
west, rotation = 0.6936041
south-west, rotation = 0.90622354
north-west, rotation = 0.36119097
There appears to be somekind of exponential increase when facing a more southern rotation. Does this scale make sense to anyone?
Update: there appears to be another variable which somehow seems to resolve the actual rotation when multiplied with the above value when facing east or north. If mulitplied, when facing west the value will be 0.5 and when facing east it will be -0.5.
However, this multiplier becomes 0 when facing south and 1 when facing north, so when you multiple that with the first value they both become 0.
What kind of rotation representation uses multiple values in a 3D scene?
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当计算上述值的反正弦时,它似乎更有意义。
北将变成0
南方将变成90
西方将变成45
东将变成 -45
但我有疑问,为什么比例尺是从 0 到 90(从北到南)而不是从 0 到 180?
When calculating the arc sine of the above values it seems to make more sense.
North will become 0
South will become 90
West will become 45
East will become -45
I question though, why is the scale from 0 to 90 (north to south) and not from 0 to 180?